/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated May 1, 2019. Replaces all prior versions.
 *
 * Copyright (c) 2013-2019, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
 * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
 * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
 * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
 * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
 * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;

namespace Spine.Unity.Prototyping {
	/// <summary>
	/// Stores and serializes initial settings for a Spine Skeleton component. The settings only get applied on Start at runtime.</summary>
	public class SkeletonColorInitialize : MonoBehaviour {
		public Color skeletonColor = Color.white;
		public List<SlotSettings> slotSettings = new List<SlotSettings>();

		[System.Serializable]
		public class SlotSettings {
			[SpineSlot]
			public string slot = string.Empty;
			public Color color = Color.white;
		}

		#if UNITY_EDITOR
		void OnValidate () {
			var skeletonComponent = GetComponent<ISkeletonComponent>();
			if (skeletonComponent != null) {
				skeletonComponent.Skeleton.SetSlotsToSetupPose();
				var animationStateComponent = GetComponent<IAnimationStateComponent>();
				if (animationStateComponent != null && animationStateComponent.AnimationState != null) {
					animationStateComponent.AnimationState.Apply(skeletonComponent.Skeleton);
				}
			}
			ApplySettings();
		}
		#endif

		void Start () {
			ApplySettings();
		}

		void ApplySettings () {
			var skeletonComponent = GetComponent<ISkeletonComponent>();
			if (skeletonComponent != null) {
				var skeleton = skeletonComponent.Skeleton;
				skeleton.SetColor(skeletonColor);

				foreach (var s in slotSettings) {
					var slot = skeleton.FindSlot(s.slot);
					if (slot != null) slot.SetColor(s.color);
				}
					
			}
		}

	}

}
